Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 14 |
Since 2016 (last 10 years) | 28 |
Since 2006 (last 20 years) | 38 |
Descriptor
Source
Author
Korkmaz, Özgen | 3 |
Arslan Namli, Nihan | 2 |
Barut, Asim | 2 |
Bintas, Jale | 2 |
Gurer, Melih Derya | 2 |
Yagci, Mustafa | 2 |
Özdemir, Muzaffer | 2 |
Akhüseyinoglu, Kamil | 1 |
Altan, Tugba | 1 |
Aybek, Birsel | 1 |
Baser, Mustafa | 1 |
More ▼ |
Publication Type
Journal Articles | 35 |
Reports - Research | 35 |
Collected Works - Proceedings | 3 |
Tests/Questionnaires | 3 |
Education Level
Audience
Location
Turkey | 38 |
Australia | 2 |
Germany | 2 |
Italy | 2 |
Japan | 2 |
Netherlands | 2 |
Asia | 1 |
Brazil | 1 |
California | 1 |
Canada | 1 |
Colombia | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Learning Style Inventory | 1 |
What Works Clearinghouse Rating
Fidan, Ayça; Sengel, Erhan – Journal of Educational Technology and Online Learning, 2022
Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students' opinions on gamification and on activities that were carried out to create a rich instructional…
Descriptors: Preservice Teachers, Teacher Attitudes, Gamification, Student Motivation
Demir, Ömer; Seferoglu, Süleyman Sadi – Journal of Educational Computing Research, 2021
Cooperative learning manifests itself as pair programming in coding education. There is a limited number of studies experimentally demonstrating that pair programming is effective in the educational context. Therefore, in this study, solo and pair programming were compared in terms of flow experience, coding quality, and coding achievement. The…
Descriptors: Cooperative Education, Programming, Computer Science Education, College Seniors
Efecan, Can Fatih; Sendag, Serkan; Gedik, Nuray – Journal of Educational Computing Research, 2021
Learning programming is a painful process for most students, especially those learning text- based programming languages. In this study, based on the principle of Bandura's social learning theory, the vicarious real-life experiences of several pioneers in the field of IT and programming were presented as 15-minutes stories to a group of 9th…
Descriptors: Programming, Computer Science Education, Academic Achievement, Comparative Analysis
Arslan Namli, Nihan; Aybek, Birsel – Contemporary Educational Technology, 2022
This paper investigated the effect of block-based programming and unplugged coding teaching activities on fifth graders' computational thinking skills, self-efficacy, and academic performance. The teaching activities were conducted within the scope of the "Problem-Solving and Programming" unit of the Information Technologies and Software…
Descriptors: Programming, Computer Science Education, Grade 5, Computation
Kan, Ayse Ülkü; Özmen, Erhan – African Educational Research Journal, 2021
The purpose of this research is to determine the effect of course material developed with augmented reality (AR) technology in teaching subjects related to coding on students' academic achievement, their level of permanence in learning and their opinions on the process. The mixed method was used in the study. In the quantitative dimension of the…
Descriptors: Computer Simulation, Teaching Methods, Academic Achievement, Student Attitudes
Gurer, Melih Derya; Tokumaci, Seyfullah – International Journal of Computer Science Education in Schools, 2020
Literature indicated that attitude toward programming, programming self-efficacy, gender, and students' department was related to achievement in computer programming. However, there is a need for further studies investigating to what extent these factors explain programming achievement in a model. This study aimed to investigate the effects of…
Descriptors: Student Attitudes, Programming, Self Efficacy, Gender Differences
Cevahir, Hakan; Özdemir, Muzaffer; Baturay, Meltem Huri – Participatory Educational Research, 2022
This study examines the effect of using animation-based worked examples (ARAWEs) that are prepared using Augmented Reality (AR) technology instead of using traditional paper-based worked examples (TWEs) on the achievement, motivation, and attitude of high school students during their programming education. The research was designed through the…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
Somyürek, Sibel; Brusilovsky, Peter; Çebi, Ayça; Akhüseyinoglu, Kamil; Güyer, Tolga – International Journal of Information and Learning Technology, 2021
Purpose: Interest is currently growing in open social learner modeling (OSLM), which means making peer models and a learner's own model visible to encourage users in e-learning. The purpose of this study is to examine students' views about the OSLM in an e-learning system. Design/methodology/approach: This case study was conducted with 40…
Descriptors: Student Attitudes, Self Evaluation (Individuals), Peer Evaluation, Electronic Learning
Arslan Namli, Nihan; Senkal, Ozan – International Journal of Assessment Tools in Education, 2018
The overall objective of this study is to understand how the fuzzy logic theory can be used in measuring the programming performance of the undergraduate students, as well as proving the advantages of using fuzzy logic in evaluation of students' performance. 336 students were involved in the sample of this quantitative study. The first group was…
Descriptors: Undergraduate Students, Programming, Computation, Student Evaluation
Buyukkarci, Aysegul; Taslidere, Erdal – Journal of Educational Technology, 2021
Coding education has been offered to primary school students due to certain reasons: (1) coding improves students' problem solving and creative thinking skills; and (2) it has high visual-quality and easy-to-use block-based tools. In this study, the effects of coding education on 4th grade students' self-efficacy and scratch coding achievement…
Descriptors: Computer Science Education, Programming Languages, Coding, Thinking Skills
The Universal Skill of 21st Century, Coding and Attitude of Secondary School Students towards Coding
Koyuncu, Ayse Gözde; Koyuncu, Baris – Language Teaching Research Quarterly, 2019
Information society is a society, which consists of qualified individuals that meet the requirements of the era, that is to say, people that utilize the information in every field of life and produce them when necessary. From past to the present day, a wide variety of tools has been used to share and spread information. When people mention…
Descriptors: Programming, Secondary School Students, Student Attitudes, 21st Century Skills
Çelik, Halil Coskun; Ertas, Haydar; Ilhan, Aziz – Journal of Education and Learning, 2018
The aim of the study was to determine the impact of project-based learning on academic achievements of vocational school of higher education students and to investigate their views on the topic. In the study, a mixed descriptive design where qualitative and quantitative data were both collected and analyzed. The quantitative part was conducted…
Descriptors: Student Projects, Active Learning, Academic Achievement, Programming
Zeybek, Gülçin – i.e.: inquiry in education, 2021
In this study, it is aimed to determine the effect of the layered curriculum activities on students' academic achievement and retention of learning and to determine the students' views regarding the applied program. The research was carried out with random experimental model with pretest-posttest control group. In addition to quantitative data,…
Descriptors: Curriculum, Teaching Methods, Academic Achievement, Retention (Psychology)
Sözeri, Mahmut Can; Kert, Serhat Bahadir – International Journal of Computer Science Education in Schools, 2021
In this study, the effects of interactive video usage in programming education on academic achievement and self-efficacy perception of programming were investigated by taking into account learning styles. The research was patterned according to the causal-comparative model, and also, correlation analysis was performed for related research.…
Descriptors: Correlation, Interactive Video, Programming, Academic Achievement
Uca Özturk, Fatma; Özdemir, Muzaffer; Özbasi, Durmus – Educational Policy Analysis and Strategic Research, 2021
This study aims to reveal how project-based teaching method affects students' achievement, cognitive load and behaviors in programming teaching. In the study, the pretest-posttest, unequaled control group quasi-experimental model, which is one of the experimental models, was used. The participants of the study were sixth grade students who take…
Descriptors: Active Learning, Student Projects, Programming, Computer Science Education